Files
wicked-quest/src/player.py

152 lines
5.1 KiB
Python

from src.weapon import Weapon
class Player:
def __init__(self, xPos, yPos):
# Movement attributes
self.xPos = xPos
self.yPos = yPos
self.moveSpeed = 0.05
self.jumpDuration = 1000 # Jump duration in milliseconds
self.jumpStartTime = 0
self.isJumping = False
self.facingRight = True
# Stats and tracking
self._health = 10
self._maxHealth = 10
self._lives = 1
self.distanceSinceLastStep = 0
self.stepDistance = 0.5
# Inventory system
self.inventory = []
self.collectedItems = []
self._coins = 0
# Combat related attributes
self.weapons = []
self.currentWeapon = None
self.isAttacking = False
self.lastAttackTime = 0
# Power-up states
self.isInvincible = False
self.invincibilityStartTime = 0
self.invincibilityDuration = 5000 # 5 seconds of invincibility
# Projectiles
self.projectiles = [] # List of type and quantity tuples
# Initialize starting weapon (rusty shovel)
self.add_weapon(Weapon(
name="rusty_shovel",
damage=2,
range=2,
attackSound="player_shovel_attack",
hitSound="player_shovel_hit",
attackDuration=200 # 200ms attack duration
))
def update(self, currentTime):
"""Update player state"""
# Check if invincibility has expired
if self.isInvincible and currentTime - self.invincibilityStartTime >= self.invincibilityDuration:
self.isInvincible = False
speak("Invincibility wore off!")
def start_invincibility(self):
"""Activate invincibility from Hand of Glory"""
self.isInvincible = True
self.invincibilityStartTime = pygame.time.get_ticks()
def add_projectile(self, projectile_type):
"""Add a projectile to inventory"""
# Find if we already have this type
for proj in self.projectiles:
if proj[0] == projectile_type:
proj[1] += 1 # Increase quantity
speak(f"Now have {proj[1]} {projectile_type}s")
return
# If not found, add new type with quantity 1
self.projectiles.append([projectile_type, 1])
def throw_projectile(self):
"""Throw the first available projectile"""
if not self.projectiles:
speak("No projectiles to throw!")
return None
# Get the first projectile type
projectile = self.projectiles[0]
projectile[1] -= 1 # Decrease quantity
if projectile[1] <= 0:
self.projectiles.pop(0) # Remove if none left
return {
'type': projectile[0],
'start_x': self.xPos,
'direction': 1 if self.facingRight else -1
}
def get_health(self):
"""Get current health"""
return self._health
def get_max_health(self):
"""Get current max health"""
return self._maxHealth
def set_health(self, value):
"""Set health and handle death if needed"""
if self.isInvincible:
return # No damage while invincible
self._health = max(0, value) # Health can't go below 0
if self._health == 0:
self._lives -= 1
if self._lives > 0:
self._health = 10 # Reset health if we still have lives
def set_max_health(self, value):
"""Set max health"""
self._maxHealth = value
def get_coins(self):
"""Get remaining coins"""
return self._coins
def get_lives(self):
"""Get remaining lives"""
return self._lives
def add_weapon(self, weapon):
"""Add a new weapon to inventory and equip if first weapon"""
self.weapons.append(weapon)
if len(self.weapons) == 1: # If this is our first weapon, equip it
self.equip_weapon(weapon)
def equip_weapon(self, weapon):
"""Equip a specific weapon"""
if weapon in self.weapons:
self.currentWeapon = weapon
def add_item(self, item):
"""Add an item to inventory"""
self.inventory.append(item)
self.collectedItems.append(item)
def start_attack(self, currentTime):
"""Attempt to start an attack with the current weapon"""
if self.currentWeapon and self.currentWeapon.start_attack(currentTime):
self.isAttacking = True
self.lastAttackTime = currentTime
return True
return False
def get_attack_range(self, currentTime):
"""Get the current attack's range based on position and facing direction"""
if not self.currentWeapon or not self.currentWeapon.is_attack_active(currentTime):
return None
return self.currentWeapon.get_attack_range(self.xPos, self.facingRight)